Godot's visual scripting appears to be one of those 2D flowchart type systems, which are very different to events. They also quickly turn in to a mess, which they seem to have already noticed themselves
I also saw that tweet yesterday, didn't bother mentioning it tough.
Have you ever tried the Editor? It's far from as easy to use as Construct's in my opinion...
I think there's always a tendency to look for the "perfect engine". It happens on every user forum of all the mentioned software packages that i've ever been to. There are always things that could be better or optimized etc. I think there are a lot of people who never start actually making a game, because they keep looking at different game engines every other week. I know i had that problem for much too long. In the end what counts is, which tool makes you actually realize your project the quickest and most convenient to you, which is very subjective. For me PERSONALLY i really always came back to C2 because i didn't see any other program, where i could get something done so easily and still remain a great deal of flexibility. So i'll stick around for sure and i'm looking forward to see what C3 will offer
I've tested one of the older versions, the version that came with their Steam release to check out what it has to offer besides 3D support.
If I had to define what "easy" means, for me it's basically meaning that I can understand the use of the engine with just a little effort.
When I started it, I could easily identify all the core elements (e.g. scene editor, behavior systems ...) of the engine without opening up their documentation.
The only difference in comparison was that C2 is using eventing instead of programing so in their case, that was the point were I was forced to open it up and check on how things are done. Might be worth mentioning that their custom programing language is quite similar to python and I knew how to program in python before I've tested Godot.
I think generally any kind of alternative to programing, flowchart or event based counts as "easy" and it depends on the engine if it looks messy or not.
Just compare CTF to C2 and you'll understand what I'm trying to say with that.
For me personally it's too late anyway, I'm too far in game development to change to a different engine and start all over again.
I'm not trying to say that it's "bad" to use C2, it's just that a lot of the limitations that I didn't know about before I've started working with C2, now reveal themselves.